#version 450

layout(location=0) in vec2 v_Texcoord;
layout(location=1) in vec3 v_Color;

layout(set = 0, binding = 1) uniform sampler2D u_texture;
layout(location=0) out vec4 fragColor;

void main() {
    fragColor = texture(u_texture, v_Texcoord) * vec4(v_Color, 1.0);
}